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On the evening of Friday 14 May 2010, I received a PDF from the BBC.
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In my own experience, it’s not particularly often that you find yourself asking your email provider to blackhole your primary, personal email address.
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A review of the software and dev tools that I couldn’t have coped without this year.
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I had the honour to be invited by Noclip to take part in a documentary about Dust 2 - it was great fun rewalking those memories, and the crew did a great job marrying it up with relevant footage!
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Embarrassingly, I nearly missed the news that Counter-Strike has turned 25.
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I’ve recently moved a bunch of containers off my Raspberry Pi to an HP EliteDesk.
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I recently bought a HP Elitedesk 800 G4 off eBay.
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I use a Raspberry Pi 4 running Fedora 38 for home automation and a few small other services.
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Dreadful news, everyone.
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I’ve been wondering for a little while how one could generate new Dust-style maps.
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tl;dr: if you’re reading this, then everything went exactly as hoped and my website is now served via Netlify.
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The exact moment I gave up my teenage ambition of becoming a level designer is seared into my memory.
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(original link)[https://web.archive.org/web/20000815070055/http://www.planethalflife.com/davej/]
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20 years ago to this day, I published my 51 Half-Life Editing Tips onto the Valve ERC.
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Earlier this year, desperate for a new toy, I purchased the cheapest 3D printer kit I could find, in the hope it would give me hours/days/weeks of fun (a) trying to make it work at all, and (b) trying to make it work well.
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The CS:GO YouTube video machine 3kliksphilip has put together a wonderful video about the third Dust map, aka de_dust_pcg.
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Wolfenstein 3D, if you recall (and I hope I’m not spoiling the ending for anyone who hasn’t yet finished this 23-year old game), ended with B.J. escaping the dark, gloomy Castle Wolfenstein by running down an open corridor.
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Back from a week in Barcelona, here are my trip notes for those that asked.
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One of my favourite aspects of Go is the lively and growing ecosystem for third-party libraries, and I’ve ended up using absolutely dozens and dozens for little projects here and there.
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On the Splash Damage Twitch stream the other day, someone posed the question, “Dave, what made you quit level design and become a programmer instead?”
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I’ve been using Go for a while now, and really rather like it.
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With Halloween completely over, done and dusted for another year, spooky avatars and haunting usernames firmly put back into storage, Twitter was feeling a little less scary than usual this morning.
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The map after Dust was always going to be a bit of an odd one, and that’s pretty much what happened with Cobble (or ‘de_cbble’ or ‘Cobblestone’ depending on who you talk to).
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Recently I was working on a Go program that kept blowing up as I cranked up the test load but was struggling to determine why.
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I’ve missed blogging.
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This is the bit where we end.
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Ok, this one’s a bit mean… Lord uNsaIN The Second I first annoyed uNsaIN on April 24th, where I said his map ‘ol_bunker’ had an unoriginal name and was “another bunker map.”
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‘Cruelness’ has returned, but with a slight lisp.
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Just a quick request to anyone who had their map featured in the ‘Cruelness’ series I did a few weeks back: It’s time to see the aftermath!
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Last one!
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Don’t model with brushes Some things are better created with brushes, as part of the world.
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Don’t force it There are times when a change has to be made, but making the change will be tricky because it’s being retrofitted to existing geometry.
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Design is everything Without a good design, your map is essentially wasted - unless that was the whole idea.
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Hooray, a week of me pouring out my brain about stuff!
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Now, I was going to write about something dull like how to get the most out of level geometry, but I had a far better idea before I got the first word out.
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In the past I’ve written quite a bit about high-level level design, specifically, getting a good overall layout for multiplayer maps that isn’t too convoluted nor over simplistic.
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Everyone who wants to make a mod wants it to be a popular as Counter-Strike.
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I was looking for some textures earlier today, and came across a few of the original files I used when creating Sienna.
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Many of the principles of game design rely on consistency - if a distinctive yellow-coloured barrel explodes when shot, players will expect this to be the same for all identical yellow-coloured barrels and will hopefully learn from it.
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I’ve been playing more TFC lately, and whilst it may not have the bells and whistles of DoD:S or CS:S, it’s still remarkable fun.
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Consider a rabbit.
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Ok, over the past 4 weeks I’ve written about 11 maps whose screenshots were sent to me.
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Much later than I anticipated, so I’m gonna get this up and posted while I can.
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Where I live is quite industrialised.
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Another two this week.
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Off we go again!
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My request wasn’t a complete failure!
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Ok, this should be fun.
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One of the benefits of working on HL1-based maps was that it took an order of magnitude less effort and less detail to create an area.
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Sometimes, I can’t help but see something on TV and want to recreate it as a CS map.